Post by Lemunde on Mar 24, 2016 9:06:13 GMT
Nameless World
This is very clearly a bleak, desert world. It was once sparsely populated but signs of destruction are everywhere. Several small cities and outposts dot the landscape but almost all of them lie in ruins and it is very unlikely anyone still lives in them, though they may have some resources that can be salvaged.
The planet surface is moderately cratered. One may rarely see an asteroid strike the surface. There are also the standard rocky mountains, dunes, canyons and crevices that you typically see on rocky worlds. Two distant red suns can be seen in the sky, one being three quarters the size of the other. There are no visible moons or planets near enough to not look like stars to the naked eye.
There is a breathable atmosphere but the mid-day temperature at the equator is just above freezing. No rain to speak of but there is evidence of water-ice beneath the surface in the form of permafrost. If there is any animal or plant life it is likely underground.
Any natural resources that might exist are currently unknown, although the fact that the planet was formerly populated suggests there may be something of value here.
i.imgur.com/0WpdC5B.png
Note: Each square represents 5 square miles. The blue circle is the player's starting location which I rolled randomly to determine.
Hourly checklist:
..Check for hostiles
..Check for weather changes
Hostiles:
1. Screaming Crow
2. Sand worm (reroll twice outside of dunes, otherwise reroll once in favor)
3. Double centipede
4. Acid creature
5. Thorn-shroom
6. Other
Screaming Crow: A somewhat small fleshy winged creature with a sharp beak and four legs with tiny sharp claws on each leg. It makes a notable screeching sound when it sees prey. Very aggressive but doesn't do much damage. Has a penalty to attacking and will attempt to maim a creature until it leaves it's territory. Small profile makes it somewhat difficult to hit at range.
Sand Worm: Usually found in sandy areas. Attacks prey by sneaking up on it from under ground and grabbing it with it's toothy, circular maw then tries to pull it under. (Loses grip when injured). Rarely found traveling above ground in rocky areas.
Common hazards:
Sand/ice storm: Freezing winds pick up greatly blowing sand and ice particles across the landscape. Make a check with a penalty to take injury for every hour spent exposed to the storm. Make an additional check with a penalty every hour to see if the storm ends.
Hostile encounter: See "Hostiles" table.
Falling rocks/quick sand/sink hole: Depends on location. For falling rocks, make a check to take injury. For quick sand, make a check to get stuck. For a sink hole, make a check to avoid the sink hole and, if it fails, make another check to take damage and another check to see if you can climb out. These can be avoided by traveling on roads.
Outposts:
1. Farming
2. Mining/Prospecting
3. Communications
4. Military
5. Research
6. Other
Discovery:
1. Natural landmark, such as a cave, crevice
2. One or more human corpses
3. A small building
4. A land vehicle, likely wrecked or damaged
5. A wrecked ship
6. Other
Locations:
1. Escape Pod
2. Farming outpost with eight buildings: 3 hydroponics, 2 residential, 2 storage silos, and 1 thorium generator. Most of the buildings are heavily damaged but one of the residential buildings and the generator are structurally sound and could be serviceable with some minor repairs.
This is very clearly a bleak, desert world. It was once sparsely populated but signs of destruction are everywhere. Several small cities and outposts dot the landscape but almost all of them lie in ruins and it is very unlikely anyone still lives in them, though they may have some resources that can be salvaged.
The planet surface is moderately cratered. One may rarely see an asteroid strike the surface. There are also the standard rocky mountains, dunes, canyons and crevices that you typically see on rocky worlds. Two distant red suns can be seen in the sky, one being three quarters the size of the other. There are no visible moons or planets near enough to not look like stars to the naked eye.
There is a breathable atmosphere but the mid-day temperature at the equator is just above freezing. No rain to speak of but there is evidence of water-ice beneath the surface in the form of permafrost. If there is any animal or plant life it is likely underground.
Any natural resources that might exist are currently unknown, although the fact that the planet was formerly populated suggests there may be something of value here.
i.imgur.com/0WpdC5B.png
Note: Each square represents 5 square miles. The blue circle is the player's starting location which I rolled randomly to determine.
Hourly checklist:
..Check for hostiles
..Check for weather changes
Hostiles:
1. Screaming Crow
2. Sand worm (reroll twice outside of dunes, otherwise reroll once in favor)
3. Double centipede
4. Acid creature
5. Thorn-shroom
6. Other
Screaming Crow: A somewhat small fleshy winged creature with a sharp beak and four legs with tiny sharp claws on each leg. It makes a notable screeching sound when it sees prey. Very aggressive but doesn't do much damage. Has a penalty to attacking and will attempt to maim a creature until it leaves it's territory. Small profile makes it somewhat difficult to hit at range.
Sand Worm: Usually found in sandy areas. Attacks prey by sneaking up on it from under ground and grabbing it with it's toothy, circular maw then tries to pull it under. (Loses grip when injured). Rarely found traveling above ground in rocky areas.
Common hazards:
Sand/ice storm: Freezing winds pick up greatly blowing sand and ice particles across the landscape. Make a check with a penalty to take injury for every hour spent exposed to the storm. Make an additional check with a penalty every hour to see if the storm ends.
Hostile encounter: See "Hostiles" table.
Falling rocks/quick sand/sink hole: Depends on location. For falling rocks, make a check to take injury. For quick sand, make a check to get stuck. For a sink hole, make a check to avoid the sink hole and, if it fails, make another check to take damage and another check to see if you can climb out. These can be avoided by traveling on roads.
Outposts:
1. Farming
2. Mining/Prospecting
3. Communications
4. Military
5. Research
6. Other
Discovery:
1. Natural landmark, such as a cave, crevice
2. One or more human corpses
3. A small building
4. A land vehicle, likely wrecked or damaged
5. A wrecked ship
6. Other
Locations:
1. Escape Pod
2. Farming outpost with eight buildings: 3 hydroponics, 2 residential, 2 storage silos, and 1 thorium generator. Most of the buildings are heavily damaged but one of the residential buildings and the generator are structurally sound and could be serviceable with some minor repairs.